;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
12      ; City size for first unhappiness at Chieftain level
120     ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
50      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Not Union,          4, 0,  no,  no,  0, 2    ; AFl		 1
Not Commonwealth,   5, 0,  no,  no,  0, 2    ; Alp *		
Not Canada,         3, 0,  no,  no,  0, 2    ; Amp
Not Mexico,         4, 0,  no,  no,  0, 2    ; Ast
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Ato		 5 Alternatively Science Advance 8
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Aut		 6 1/2 of Modern City Style
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Ban
[Bridge Building],  4, 0,  no,   no, 0, 3    ; Bri		 8 [Bridge building]
Reindustrialization,6, 0,  nil, nil, 0, 1    ; Bro *
Activate Churches,  5, 0,  no,  no,  0, 3    ; Cer *		10 Activates Temples
Wartime Economic Control,  5,0,  nil, nil, 0, 1    ; Che
Factory Tech,       4,-2,  Bro, Che, 0, 1    ; Chi
Economic Restructuring,4,1,nil, nil, 0, 1    ; CoL
Distributed Manufacturing,5,-1,CoL,nil, 0, 1 ; CA (Mob)
Advance Science 3,  5,-1,  no,   no, 2, 4    ; Cmb		15 Paratrooper Pop Up from Game.txt
Social Liberalism,  5, 0,  nil, nil, 0, 3    ; Cmn		16 Generates Partisans + Reduces Colloseum effect
Heavy Arms Production,4,1,Chi,CA, 0, 1       ; Cmp
Determine Mercs,    7,-1,  nil, nil, 0, 0    ; Csc
Industry Advance 2, 4, 0,  no, no, 0, 4      ; Cst		19 Transform Pop Up from Game.txt
Revitalized Shipbuilding,4, 0,Exp,nil,0,4    ; Cor		20 Activates the Freight Truck
Military Tradition Rediscovery,4,1,nil,nil,0,0;Cur
GOV TECH (Democra.),5, 1,  nil, nil, 2, 2    ; Dem		22 GOVERNMENT - Courthouse happy effect
Continental Warfare,4, 1,  nil, nil, 0, 0    ; Eco
Emphasis on Maneuver,4,0,  Cur, Eco, 0, 0    ; E1
Should I?,          4, 1,  no,no,3,4   ; E2		25 1/2 of Modern City Style + Increases Colloseum
Amphibious Invasion,4, 0,  Cor, E1,  0, 4    ; Eng
Battleship Production,3, 1,Eng, Cmp, 0, 4    ; Env
Espionage,          2,-1,  Dem, nil, 3, 0    ; Esp (Cmn)	28 Spy Pop Up from Game.txt
Naval Logistics Recovery,7,0,nil,nil, 0, 4  ; Exp		29 Activates Engineers
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Feu 		30 Professional Armies
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Fli
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Fun		32 GOVERNMENT
Lead to FT Tech 2,  3, 0,  no,   no, 3, 3    ; FP		33 nuke plants meltdown free + ships move 25% more
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Gen
[Guerrilla Warfare],4, 1,  nil, nil, 3, 0    ; Gue		35 Increases number of partisans w/ Communism
[Gunpowder],        8,-2,  no,   no, 1, 0    ; Gun		36 Sells Barracks - 1/2 Renaissance People style
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Hor *
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Ind		38 Industrial City Style
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Inv		39 1/2 Renaissance People style
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Iro		40
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Lab
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Las
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Ldr (Gun)
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Lit
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Too		45
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Mag
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Map		47 Civs can exchange maps
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Mas *
Useless Tech,       4,-1,  nil, nil, 2, 3    ; MP
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Mat		50 Free Tech
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Med
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Met (gun)
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Min
[Mobile Warfare],   8,-1,  no,   no, 3, 0    ; Mob		54 Sells Barracks
GOV TECH (Monarchy),5, 1,  no,   no, 0, 2    ; Mon		55 GOVERNMENT
Activate Cathedrals,5,1,   nil, nil, 0, 3    ; MT
Religion/Happy 2,   4, 0,  no,   no, 0, 3    ; Mys		57 Improves Temples
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Nav
Useless Tech,       4,-1,  nil, nil, 2, 3    ; NF		59 Alows Nukes w/ Manhattan (Alt. Science Advance 9)
Atomic Advance 3,   3, 0,  no,   no, 3, 3    ; NP		60 Extra ship move, Alt. Science Advance 10
Philosophy,         6, 1,  no,   no, 1, 2    ; Phi		61 Free tech(s) + Golden Age Pop Up from Game.txt
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Phy
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Pla
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Plu  (Cst & Pot) 64 Free Tech
Useless Tech,       4,-1,  nil, nil, 2, 3    ; PT		65
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Pot *
[Radio],            5,-1,  no,   no, 3, 4    ; Rad		67 [Airbase construction] + Airport Pop Up
[Railroad],         6, 0,  no,   no, 2, 1    ; RR		68 Alows Railroad Building (Pop Up Message)
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Rec
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Ref		70
Supermarkets,       3, 1,  E1,  San, 3, 1    ; Rfg		71 Farmland Pop Up from Game.txt
GOV TECH (Republic),5, 1,  CoL, Lit, 0, 2    ; Rep		72 GOVERNMENT
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Rob (Mob)
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Roc
Useless Tech,       4,-1,  nil, nil, 2, 3    ; San		75
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Sea
Useless Tech,       4,-1,  nil, nil, 2, 3    ; SFl
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Sth
Useless Tech,       4,-1,  nil, nil, 2, 3    ; SE
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Stl		80
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Sup
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Tac
Conservative Religiousity,3,2,no, no,1, 2    ; The		83 Improves Cathedrals
Useless Tech,       3, 0,  nil, nil, 2, 3    ; ToG
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Tra		85 Activates Trading
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Uni University
Useless Tech,       4,-1,  nil, nil, 2, 3    ; War *
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Whe
Useless Tech,       4,-1,  nil, nil, 2, 3    ; Wri
Peacetime Activities,0,0,  nil, nil, 3, 3    ; ...		90 DO NOT TOUCH THIS TECH!
Free Tech 3,        3, 0,  no,  no,  0, 0    ; U1		91 Free Tech
Free Tech 4,        3, 0,  no,  no,  0, 0    ; U2		92 Free Tech
Free Tech 5,        3, 0,  no,  no,  0, 0    ; U3		93 Free Tech
Not Civ 1,          3, 0,  no,  no,  0, 0    ; X1
Not Civ 2,          3, 0,  no,  no,  0, 0    ; X2		95
Not Civ 3,          3, 0,  no,  no,  0, 0    ; X3
Not Civ 4,          3, 0,  no,  no,  0, 0    ; X4
Not Civ 5,          3, 0,  no,  no,  0, 0    ; X5
Not Civ 6,          3, 0,  no,  no,  0, 0    ; X6
Not Civ 7,          3, 0,  no,  no,  0, 0    ; X7		100

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capitol,                  20, 0,    nil,
Barracks,                  8, 1,    nil,
Granary,                  12, 1,    nil,
Church,                    8, 1,    nil,
MarketPlace,              16, 1,    nil,
Library,                  16, 1,    nil,
Courthouse,               16, 1,    nil,
Urban Foritifications,    16, 0,    Cur,
Aqueduct,                 16, 2,    nil,
Bank,                     24, 3,    nil,
Cathedral,                24, 3,    nil,
University,               32, 3,    nil,
Mass Transit,             32, 4,    nil,
Colosseum,                20, 4,    nil,
Munitions Plant,          40, 4,    Chi,
Vehicle Prod. Complex,    64, 6,    Eng,
SDI Defense,              40, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              32, 4,    Ref,
Hydro Plant,              48, 4,    E2, 
Nuclear Plant,            32, 2,    no, 
Stock Exchange,           32, 4,    nil,
Sewer System,             24, 2,    nil,
Supermarket,              16, 3,    nil,
Superhighways,            40, 5,    nil,
Research Lab,             32, 3,    no, 
SAM Missile Battery,      20, 0,    nil,
Coastal Fortress,         16, 1,    Eng,
Solar Plant,              64, 4,    nil,
Harbor,                   12, 1,    nil,
Offshore Platform,        32, 3,    nil,
Airport,                  32, 3,    nil,
Propoganda Center,        12, 2,    nil,
Port Facility,            16, 3,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    nil,
The Heartland,            20, 0,    nil,
Gateway Arch,             20, 0,    nil,
Hollywood,                20, 0,    nil,
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Sears Tower,              20, 0,    nil,
St. Patrick's Cathedral,  40, 0,    nil,
Copernicus' Observatory,  30, 0,    no, 
Golden Gate Bridge,       40, 0,    nil,
Walt Disney World,        30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
Eternal Word Television,  40, 0,    nil,
Isaac Newton's College,   40, 0,    no, 
Wall Street,              40, 0,    nil,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Liberty Bell,             30, 0,    nil,
Washington Monument,      60, 0,    nil,
Hoover Dam,               60, 0,    nil,
Manhattan Project,        60, 0,    no, 
The Mall,                 60, 0,    nil,
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Space Needle,             60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; The Heartland
nil,        ; Gateway Arch
nil,        ; Hollywood
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Sears Tower
nil,        ; St. Patrick's Cathedral
nil,        ; Copernicus' Observatory
nil,        ; Golden Gate Bridge
nil,        ; Walt Disney World
nil,        ; Leonardo's Workshop
nil,        ; Eternal Word Television
nil,        ; Isaac Newton's College
nil,        ; Wall Street
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Liberty Bell
nil,        ; Washington Monument
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; The Mall
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Space Needle


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
State Trooper, no,  1,  0.,0,  0a,8d,  4h,2f,  5,0,  1, no,  000000000000000
Engineers,     nil, 0,  2.,0,  0a,4d,  4h,2f,  4,0,  5, Exp, 000000000000000
Vz. Infantry,  U3,  0,172.,0, 10a,10d, 4h,2f,  5,0,  1, U3,  000000000000000
Infantry (CNA),Alp, 0,172.,0, 10a,10d, 4h,2f,  5,0,  1, nil, 000000000000000
Infantry (Mex),Ast, 0,172.,0, 10a,10d, 4h,2f,  5,0,  1, X4,  000000000000100
Security Contractor,no,  0,  172.,0,10a,11d, 2h,1f,  5,0,  1, no,  000000000000000
PLA Infantry,  U3,  0,172.,0, 10a,10d, 4h,2f,  5,0,  1, U3,  000000000000000
PLA Airborne,  U3,  0,172.,0, 12a,8d,  4h,2f,  6,0,  1, U3,  000000100000000
PLA Marines,   U3,  0,172.,0, 12a,10d, 4h,2f,  6,0,  0, U3,  000000000000100
Partisans,     nil, 0,172.,0, 10a,8d,  4h,2f,  5,0,  1, Gue, 000001000000010
Mtn. Inf. (US),AFl, 0,172.,0, 10a,10d, 4h,2f,  6,0,  1, U1,  000001000000000
Mercenary,     no,  0,172.,0, 10a,12d, 4h,2f,  6,0,  1, no,  000001000000000
Marines (US),  AFl, 0,172.,0, 12a,10d, 4h,2f,  6,0,  0, nil, 000000000000100
Airborne (US), AFl, 0,172.,0, 12a,8d,  4h,2f,  6,0,  1, Chi, 000000100000000
Mech. Inf. (US),AFl,0,  3.,0, 12a,14d, 6h,4f, 10,0,  1, Cmp, 000000000000000
Rafale,        no,  1, 22.,2, 24a,4d,  4h,4f, 18,0,  3, no,  010000000010001
Fr. Mech Inf., no,  0,  3.,0, 12a,14d, 6h,4f, 10,0,  1, no,  000000000000000
Type 89 APC,   no,  0,  3.,0, 12a,14d, 6h,4f, 10,0,  1, no,  000000000000000
Mech. Inf. (Ca),Amp, 0,  3.,0, 12a,14d, 6h,4f, 10,0,  1, nil, 000000000000000
Lgion trangre,no,0,172.,0,12a,8d,  4h,2f,  6,0,  1, no,  000000100000000
Leopard,       Amp,  0,  3.,0, 18a,12d, 6h,4f, 12,0,  0, nil, 000000000000000
Type 99,       no,  0,  3.,0, 18a,12d, 5h,4f, 12,0,  0, no,  000000000000000
M1A2 Abrams,   AFl,  0, 3.,0, 18a,12d, 6h,4f, 12,0,  0, Cmp, 000000000000000
Mtn Artillery, nil, 0,172.,0, 24a,4d,  4h,4f,  6,0,  0, Chi, 000001001000000
Airborne Arty, nil, 0,172.,0, 24a,4d,  4h,4f,  7,0,  0, Chi, 000000101000000
Towed Arty,    nil, 0,172.,0, 24a,4d,  4h,4f,  5,0,  0, Chi, 000000001000000
Mobile Hwtzr,  nil, 0,  3.,0, 24a,4d,  5h,4f, 12,0,  0, Cmp, 000000001000000
F-16 Falcon,   AFl, 1, 22.,2, 24a,6d,  4h,4f, 18,0,  3, Chi, 010000000010001
B-52 Stratofortress,  nil, 1, 30.,2, 32a,6d,  4h,4f, 18,0,  0, Chi, 000000000000001
Helicopter,    nil, 1, 15.,0, 20a,6d,  4h,4f, 10,0,  0, Chi, 100000000000001
F-22 Raptor,   AFl, 1, 34.,2, 36a,8d,  4h,4f, 26,0,  3, Cmp, 010000000010001
B-2 Spirit,    nil, 1, 40.,2, 40a,6d,  4h,4f, 30,0,  0, Cmp, 000000000000001
F-23 Black Widow II,Alp,  1, 34.,2, 36a,8d,  4h,4f, 14,0,  3, Cmp, 010000000010001
Chinese AAV,   no,  0,  3.,0, 14a,12d, 6h,2f,  9,0,  1, no,  000000000000100
Hugo Chvez,   no,  0,  2.,0, 14a,16d, 4h,4f,  1,0,  1, no,  000000000000000
Mech. Inf. (CNA), Alp, 0,  3.,0, 12a,14d, 6h,4f, 10,0,  1, Cmp, 000000000000000
Vz. Su-30,     no,  1, 34.,2, 36a,8d,  4h,4f, 25,0,  3, no,  010000000010001
Infantry (Can),       Amp,0,172.,0, 10a,10d, 4h,2f,  5,0,  1, nil,  000000000000100
F-15E Strike Eagle,   Alp,1, 12.,2,24a,6d,  4h,4f,  7,0,  3, Cst, 000000000010001
AAV (CNA),            Alp,0, 3., 0,14a,12d, 6h,4f, 10,0,  1, Eng, 000000000000100
Battleship Task Force,nil,2, 8., 0,42a,42d, 8h,5f, 20,0,  2, Env,  000000000000001
Mech. Inf. (Mex),     Ast,0, 3., 0,12a,14d, 6h,4f, 10,0,  1,nil,  000000000000000
CF-18 Hornet,         Amp,1, 22.,2,24a,6d,  4h,4f, 18,0,  3,nil,  010000000010001
Amphib. Asslt Grp.,   nil,2, 10.,0,26a,24d,6h,2f,16,4,  2,Cor,  010000000000000
UCAV,                 nil,1, 10.,1, 14a,4d,  2h,4f,  8,0,  3, nil, 010000000010001
Marines (CNA),        Alp,0,172.,0, 10a,10d, 4h,2f,  6,0, 0, nil, 000000000000100
Rick Santorum,no,  0,  2.,0,  0a,14d, 4h,4f,  1,0,  1, no,  010000000000000
Hill. Clinton,no,  0,  2.,0,  0a,14d, 4h,4f,  1,0,  1, no,  010000000000000
Airborne (CNA),Alp,0,172.,0, 12a,8d,  4h,2f,  6,0,  1, Chi, 000000100000000
F-5,          Ast, 1, 12.,2, 20a,6d,  4h,4f, 12,0,  3, nil, 010000000010001
Alan Keyes,   no,  0,  2.,0,  0a,14d, 4h,4f,  1,0,  1, no,  010000000000000
Barack Obama, no,  0,  2.,0,  0a,7d,  4h,4f,  1,0,  1, no,  010000000000000
Mtn. Inf. (CNA),Alp,0,172.,0,10a,10d, 4h,2f,  6,0,  1, nil, 000001000000000
F-35 JSF,     nil, 1, 19.,1, 18a,8d,  4h,4f, 13,0,  3, Cmp, 110000000010001
J-8 II,       no,  1, 12.,2, 24a,6d,  4h,4f, 18,0,  3, no,  010000000010001
J-11,         no,  1, 14.,2, 36a,8d,  4h,4f, 25,0,  3, no,  010000000010001
FCS MCS,      Alp, 0,  3.,0, 18a,12d, 6h,4f, 12,0,  0, Cmp, 000000000000000
Leclerc,      no,  0,  4.,0, 17a,12d, 6h,4f, 12,0,  0, no,  000000000000000
Vz. AMX-30,   no,  0,  3.,0, 16a,12d, 5h,3f, 12,0,  0, no,  000000000000000
USMC AAV,     AFl, 0,  3.,0, 14a,12d, 6h,4f, 10,0,  1, Eng, 000000000000100
Armed Recon (Mex),Ast,0, 3.,0, 15a,11d, 4h,3f,  8,0,  1, nil,  000001000000000
Infantry (US),  AFl, 0,172.,0, 10a,10d, 2h,1f,  5,0,  1, nil, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Venezuelan Airbase,1,4,  0,0,0,   no,  1,10, 1,   no,  0, 0,  0,  Tun,   ; Tun
Urban,      3,6,  5,2,2,   yes, 1, 5, 2,   no,  0, 0,  0,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Chavisimo,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
War Democracy,  President,   President
Democracy,      Prime Minister,Prime Minister

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Susan Mackenzie,     1, 1, 0, Canadians,   Canadian,    0, -1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch, 5, Prime Minister, Prime Minister, 6, Prime Minister, Prime Minister
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0,  0,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     1,  1, -1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 0, Japanese,    Japanese,   -1, -1,  1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













